#shader vertex
#version 330 core

layout (location = 0) in vec3 position;
layout (location = 2) in vec2 texCoord;

out vec2 TexCoord;
  
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;


void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0f);
    TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}

#shader fragment
#version 330 core
in vec2 TexCoord;

out vec4 fragColor;

// Texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;



void main()
{
	// Linearly interpolate between both textures (second texture is only slightly combined)
	fragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}
